The Axiom of the Ninth Lantern
A meticulous wizard's living grimoire contains the equations needed to stabilize a magical phenomenon that is slowly rewriting reality around its owner.
Spellbook · Wizard · Level 5
The Axiom of the Ninth Lantern
A meticulous wizard's living grimoire contains the equations needed to stabilize a magical phenomenon that is slowly rewriting reality around its owner.

Ex librisVeyra QuillAcademic arcane wizardry

At a glance
Level
5
Wizard
Spells
10
2 cantrips, 5 signature
Spell slots
1st level
2nd level
3rd level
At the table
A margin note
Plot hook
Spells
10 spellsCantrips
2- Performs minor magical effects such as sensory changes, cleaning, lighting or snuffing a small flame, chilling or warming an object, and creating a harmless mark.
- Duration
- Instantaneous
- Target
- One small object, sensory effect, or point within range
- Components
- V, S
- Higher levels
- You can maintain up to three non-instantaneous effects at once; additional effects can be created as described in the spell.
- Source
- Player's Handbook
- Creates an invisible spectral hand that can manipulate or retrieve objects, open unlocked containers, and pour contents.
- Duration
- 1 minute
- Target
- One spectral hand and objects within its reach
- Components
- V, S
- Higher levels
- The hand's capabilities remain as described; it cannot attack, activate magic items, or carry more than 10 pounds.
- Source
- Player's Handbook
1st level
4- Senses the presence of magic within 30 feet and reveals the school of magic affecting visible creatures or objects.
- Duration
- Concentration, up to 10 minutes
- Target
- Self, sensing within 30 feet
- Components
- V, S
- Higher levels
- No additional effect from higher-level slots.
- Source
- Player's Handbook
- Learns the properties, use, attunement requirements, charges, and ongoing spells of a magic item or magical object. It can also reveal spells affecting a creature.
- Duration
- Instantaneous
- Target
- One object or creature touched throughout the casting
- Components
- V, S, M, a pearl worth at least 100 gp and an owl feather
- Higher levels
- No additional effect from higher-level slots.
- Source
- Player's Handbook
- Adds 5 to AC until the start of your next turn, including against the triggering attack, and prevents damage from Magic Missile.
- Duration
- Until the start of your next turn
- Target
- Self
- Components
- V, S
- Higher levels
- No additional effect from higher-level slots.
- Source
- Player's Handbook
- Creates three glowing darts of magical force. Each dart hits a creature of your choice in range and deals force damage.
- Duration
- Instantaneous
- Target
- One or more creatures within range
- Components
- V, S
- Save or attack
- No attack roll or saving throw
- Damage
- force damage, divided among one or more creatures
- Higher levels
- Creates one additional dart for each slot level above 1st.
- Source
- Player's Handbook
2nd level
2- Briefly surrounded by silvery mist, you teleport to an unoccupied space you can see within 30 feet.
- Duration
- Instantaneous
- Target
- Self
- Components
- V
- Higher levels
- No additional effect from higher-level slots.
- Source
- Player's Handbook
- Fills a 20-foot cube with sticky webs. The area is difficult terrain, lightly obscured, and can restrain creatures that fail their saves.
- Duration
- Concentration, up to 1 hour
- Target
- A point within range, creating a 20-foot cube of webs
- Components
- V, S, M, a bit of spiderweb
- Save or attack
- Dexterity saving throw when the webs appear or when a creature enters them; affected creatures can repeat the save at the end of their turns
- Damage
- Restrained creatures take bludgeoning damage if they start their turn in the webs or enter them during a turn
- Higher levels
- The webs' area increases by 5 feet for each slot level above 2nd.
- Source
- Player's Handbook
3rd level
2- Attempts to interrupt a creature casting a spell. A spell of 3rd level or lower automatically fails, while higher-level spells require an ability check.
- Duration
- Instantaneous
- Target
- One creature casting a spell within range
- Components
- S
- Save or attack
- If the interrupted spell is 4th level or higher, make an ability check using your spellcasting ability against + the spell's level
- Higher levels
- When cast with a slot of 4th level or higher, the interrupted spell automatically fails if its level is less than or equal to the slot used.
- Source
- Player's Handbook
- A bright streak flashes from your finger and blossoms into a 20-foot-radius sphere of flame. Creatures in the area take fire damage on a failed save, or half as much on a success.
- Duration
- Instantaneous
- Target
- A point within range, affecting creatures in a 20-foot-radius sphere
- Components
- V, S, M, a tiny ball of bat guano and sulfur
- Save or attack
- Dexterity saving throw for half damage
- Damage
- fire damage
- Higher levels
- Deals additional fire damage for each slot level above 3rd.
- Source
- Player's Handbook
In the margins
4 notes
DiaryNever trust a theorem that requires more than three assumptions. The fourth is usually a demon. - Veyra
WarningThe angles of the ward are not decorative. Remove one and the entire library becomes flammable. - Veyra
FormulaA spell is not power. A spell is an agreement between intention and consequence.
Diagram[A detailed sketch of a nine-pointed star surrounds a smaller, carefully crossed-out tenth point.]
The book itself
The pages smell of rain, lamp oil, and singed parchment.
Silver diagrams rearrange themselves when viewed from different angles.
Every spell is surrounded by tiny notes about precision, leverage, and consequence.
The caster
Academic arcane wizardryVeyra Quill
Studies: Abjuration and practical battlefield controlManner: Soft-spoken, exacting, and courteous even while threatening someone. Veyra pauses before answering as though checking an internal reference text.Focus: A crystal prism mounted in a brass drafting compass, used to trace spell diagrams in the air.Quirk: She counts every doorway, window, and exit aloud, then writes the total in the nearest margin.Wants: To complete the Ninth Lantern theorem and use it to stabilize a growing tear between the Material Plane and a realm of raw possibility.Veyra Quill was once an apprentice cataloguer in a forbidden archive. After discovering that several ancient spells had been deliberately miscopied, she rebuilt her education from original fragments and became obsessed with preserving magical knowledge accurately.
The book
A midnight-blue leather codex bound around thin sheets of black vellum, its silver corners etched with shifting equations. The ink glimmers faintly whenever a spell is prepared, and a brass astrolabe clasp locks the book shut.
Its wards · GM only
About the book
FormatAnnotated arcane codex
ThemeArcane
Written by aWizard
Caster level5
SystemDungeons & Dragons 5th Edition
Plot hooks
1The codex's missing final page is held by a rival arcanist who believes it contains the formula for permanent teleportation.
2The silver equations in the margins begin changing to describe a nearby ruin that does not exist on any map.
3A magical academy offers a fortune for the book, but its headmaster secretly wants to use the glyphs to imprison an extraplanar intelligence.
4Each time the owner casts Fireball, one ward in the codex weakens, revealing that the spellbook is also a containment device.
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